BuffTheTree

Whether this project is out of date or its author marked it as abandoned, this project is no longer maintained.

If you wish to take this project over, please report it and state your intentions.

Player buff tracker

It displays a list of all raid buffs your class requires (for example it hides Arcane Intellect for Rogues) and whether or not those are active. Inactive buffs are displayed in red and with a MISSING text, active ones are untainted and displayed with their duration.Options can be configured using the /btt slash command.

I was just wondering if you will update this addon again or if it is discontinued. I would really like to use this addon, but the CPU usage Zidomo mentioned already prevents me from running BuffTheTree :-(
So I would really appreciate an update and just wanted you to know...

Greetings from Germany,

Freydis88 :)

George Orwell:

"Political language is designed to make lies sound truthful and murder respectable,

r27 (alpha) is even worse in CPU usage than the previously tested r26 when the buff frame is showing. 27.0-30.0 CPU/second...heh. Also has a massive memory leak/consumption when the frame is showing: 75-80 KiB/second continually.

If you want to lag in raids, you know the mod to use ;).

Also doesn't seem to work, except when you have the frame showing all the time (Always Show Applied checkmarked in options). Have it tracking Paladin blessings (for example, Blessing of Might). Unless the above is checkmarked, the frame never shows up, whether or not the buff is actually applied to yourself. You'd expect it to show up when the buff is missing.

Good luck getting the resource consumption of this down to a usable level, etc..

Looks at first glance to be a nice alternative to the now discontinued BuffEnough. But one serious problem seen over every beta tested so far up to the latest r26: when the "missing buff" frame is onscreen, CPU usage goes through the roof.

r26, standalone updated libs, WoW 3.2.2.10505 live, USEnglish client/server. Tested with OptionHouse, CPU profiling enabled. When the frame is not onscreen, CPU usage for the Ace3 libraries does not increase and the mod itself uses 0.0. But when the frame (as shown in your screenshot) is onscreen, the CPU usage explodes to 8-9 CPU/second on idle. Which is extremely high.

Hope there is something you can do to reduce this; would be my preferred choice for such a mod if it didn't have this problem.